How to make a grappling hook with your own hands


Note: To securely hold heavy weights, tie the rope to the hook with a double locking knot.

How to make a cat hook at home

Grappling Hook is a tool used to grab onto blocks. Crafted from 3 iron chains and 1 hook (dropped by skeleton/piranha) or purchased from Goblin Engineer. The chain can be used on any surface, which is useful when moving in caves, houses, etc. But, nevertheless, the range of the chain is limited.

Once you've got the block hooked, you can use other tools. But be very careful - if you destroy the block on which you are hooked, you will unclip and fall.

Notes

  • The grappling hook flies 20 blocks long.
  • The grappling hook (like all other hooks) does no damage.
  • The grappling hook (like all other hooks), when caught on a block, returns the charge of all flying accessories (like rocket boots) without touching the ground (if you hook and instantly unhook, the charge will still return).
  • If you unhook from a hook or similar tool while being pulled (by pressing the spacebar), the momentum will be retained; helps you move quickly. If you don't reach the block that the grappling hook is hitting, the momentum won't carry over.
  • Also, if you hook onto a closed door and then open it, you will fly forward at maximum speed. If you have Hermes boots or hurricane boots, they will be put to use in no time.
  • If you fall from a great height and manage to shoot your hook down, catching on the ground, you will land without damage.
  • Once you grab onto a block, the recoil from the blows is turned off. It's like you're using a cobalt shield or something similar.

Grappling Hook • Candy Hook • Slime Hook Ivy Whip • Dual Hook • Skeletron Arm Web Weaver • Gem Hook • Creepy Hook Bat Hook • Fish Hook • Christmas Hook Glow Hook • Sinew Hook • Worm Hook Barbed Hook • Anti- Gravity Hook • Moon Hook Static Hook

Manufacturing instructions

Step 1: Undercut the armature body

To complete all work you will need a lathe.

Step 2 It is necessary to leave a small section of the threaded connection where the nut will be screwed, and grind the rest. This will be the body of the future “cat”.

The end of the bolt is also machined.

Step 3 To complete the end of the bolt, you need to drill a hole in the center of the head. A magnet will be installed here.

Making your own hook

Despite the low cost of a crochet hook for reinforcement, some experienced craftsmen who have worked with reinforcement for many years prefer to use homemade ones rather than purchased ones. This has its advantages.

  1. When making it yourself, you can give the handle the optimal shape so that it fits comfortably in your hand. Your hand will get less tired and your productivity will increase.
  2. The choice of steel for production; you often come across factory hooks made of soft metal. As a result, it cannot withstand the load and bends.
  3. Make a hook for crocheting reinforcement of the required size. There are times when it is impossible to get to the place of tying with a factory hook because of its length.
  4. Small, but still savings (if materials and tools are available).

Electrode hook

An electrode hook is suitable for small amounts of work. When it is necessary to tie a small frame from reinforcement.

Making a hook with your own hands takes only 5 minutes. You will need: electrode 4, pliers and a grinder (if not, you can do without it).

Let's look at how to do it step by step:

  1. We beat the electrode off the protective coating.
  2. We retreat 1-2 centimeters from the edge and bend it at 80-90 degrees.
  3. We retreat 3-4 centimeters from the other edge, make the first bend at 90 degrees. We retreat another 10-12 centimeters, and make a second bend at 90 degrees. We retreat another 4-5 centimeters and make a third bend.
  4. Let's sharpen the tip of the hook a little so that the wire can peel off better.

The hook is ready, it should have the same shape as in the drawing below.

grappling hook

Grappling Hook
Characteristics
TypeAn object
Dropping7 (strong)
Usage time20 (very fast)
Shot speed11
ClueCome here!
Rarity
Sale40

A grappling hook is crafted from a regular hook and three iron chains. When used, the Grappling Hook will fire a chain with a hook at the end and hook onto any block or other object that can be caught on, and the player will be transported to that block or object and will be stuck there until they jump up or shoot the hook at another object. If the hook flies too far, it will curl back.

After update 1.0.6, it is enough to keep the Cat in your inventory to use it using the “E” hotkey. As a result, it is possible to use the Cat simultaneously with other tools.

Game animation Cats.

Recipe

Workplace
│ Iron or lead anvil
ComponentsQuantity
Chain3
Hook1
Result
grappling hook1

Is used for

ResultIngredients)Tool
Ivy whipgrappling hookIron anvil
Vine (3)
Jungle Spores (12)

Processing of wrapping points

The swinging slug game is currently no more useful than a water-repellent towel, so we definitely need to expand on it.


The good news is that the newly added method for handling rope positions can be used in the future.
For now we are only using two rope positions. One is connected to the player's position, and the second is connected to the current position of the grappling hook's anchor point when firing it. The only problem is that we don't keep track of all the potential rope positions yet, and that needs some work.

To recognize the positions on the rocks that the rope should wrap around, adding a new vertex position to the line render, we need a system to determine if the collider's vertex point is between the straight line between the slug's current position and the rope's current hinge/anchor point.

Looks like it's the job for good old raycast again!


First we need to create a method that can find the closest point in the collider based on the raycast hit point and the faces of the collider.

Let's add a new method to the RopeSystem.cs script:

// 1 private Vector2 GetClosestColliderPointFromRaycastHit(RaycastHit2D hit, PolygonCollider2D polyCollider) { // 2 var distanceDictionary = polyCollider.points.ToDictionary( position => Vector2.Distance(hit.point, polyCollider.transform.TransformPoint(position)), position => polyCollider.transform.TransformPoint(position)); // 3 var orderedDictionary = distanceDictionary.OrderBy(e => e.Key); return orderedDictionary.Any() ? orderedDictionary.First().Value : Vector2.zero; } If you're not familiar with LINQ queries, this code may seem like some kind of complicated C# magic.


If this is the case, then have no fear. LINQ does a lot of the work for us:

  1. This method takes two parameters - a RaycastHit2D object and a PolygonCollider2D. All the rocks in the level have PolygonCollider2D colliders, so if we always use PolygonCollider2D shapes it will work great.
  2. This is where the magic of LINQ queries begins! Here we transform the collection of polygon collider points into a Vector2 dictionary of positions (the value of each element of the dictionary is the position itself), and the key of each element is assigned the value of the distance from this point to the position of the player (a float value). Sometimes something else happens here: the resulting position is converted to world space (by default, the positions of the collider's vertices are stored in local space, i.e. local to the object to which the collider belongs, and we need positions in world space).
  3. The dictionary is organized by keys. In other words, according to the closest distance to the player's current position. The closest distance is returned, meaning any point returned by this method is a collider point between the player and the current rope hinge point!

Let's go back to the RopeSystem.cs script and add a new private field variable at the top: private Dictionary wrapPointsLookup = new Dictionary();
We'll use this to track positions where the rope might wrap around. At the end of the Update() method, find the else construct that contains crosshairSprite.enabled = false; and add the following:

// 1 if (ropePositions.Count > 0) { // 2 var lastRopePoint = ropePositions.Last(); var playerToCurrentNextHit = Physics2D.Raycast(playerPosition, (lastRopePoint - playerPosition).normalized, Vector2.Distance(playerPosition, lastRopePoint) - 0.1f, ropeLayerMask); // 3 if (playerToCurrentNextHit) { var colliderWithVertices = playerToCurrentNextHit.collider as PolygonCollider2D; if (colliderWithVertices != NULL) { var closestPointToHit = GetClosestColliderPointFromRaycastHit(playerToCurrentNextHit, colliderWithVertices); // 4 if (wrapPointsLookup.ContainsKey(closestPointToHit)) { ResetRope(); return; } // 5 ropePositions.Add(closestPointToHit); wrapPointsLookup.Add(closestPointToHit, 0); distanceSet = false; } } } Let's explain this piece of code:

  1. If the ropePositions list contains some positions, then...
  2. We shoot from the player's position in the direction of the player looking at the last position of the rope from the list - the reference point where the grappling hook is attached to the stone - with a raycast distance equal to the distance between the player and the position of the rope reference point.
  3. If the raycast collides with something, then that object's collider is safely cast to type PolygonCollider2D. As long as it is a true PolygonCollider2D, the closest vertex position of that collider is returned using the method we wrote earlier as Vector2.
  4. wrapPointsLookup is checked to ensure that the same position is not checked again. If it checks, we drop the rope and cut it, dropping the player.
  5. The list of ropePositions is then updated to include the position around which the rope should wrap. The wrapPointsLookup dictionary is also updated. Finally, the distanceSet flag is reset so that the UpdateRopePositions() method can redefine the rope distances based on the new rope length and segments.

In ResetRope() we will add the following line so that the wrapPointsLookup dictionary is cleared every time the player removes the rope: wrapPointsLookup.Clear(); Save and launch the game. Shoot the grappling hook at the rock above the slug and use the Move tool in the Scene window to move the slug behind some rock ledges.


This is how we taught the rope to wrap around objects!

Manufacturing instructions

Step 1: Undercut the armature body

Step 2 It is necessary to leave a small section of the threaded connection where the nut will be screwed, and grind the rest. This will be the body of the future “cat”.

The end of the bolt is also machined.

Step 3 To complete the end of the bolt, you need to drill a hole in the center of the head. A magnet will be installed here.

Step 4 Use a ruler to determine the center of the edges of the nut.

In the center of the nut, at equal distances from each other, you need to drill three guide holes. Hooks will be installed there later.

After the base for the hook is ready, you need to make a carabiner to which it will be attached. To make a carbine you will need steel wire with a diameter of half a centimeter.

Step 5 The wire must be wrapped around a rod of the above diameter of 0.8 cm. The resulting spiral is reduced to one loop.

The result is a carbine that is installed in a hole made in the base.

Step 6 To keep the carabiner firmly, a hole is made in the base and a pin is installed.

The looped wire should sit firmly at the base of the anchor. All irregularities are sanded.

Step 7

A new stage of homemade crafts - making anchor claws. To do this, three rods of equal length are cut from the rod.

The length of the claws should approximately correspond to the length of the base of the “cat”.

A cone is machined at the end of each rod. The resulting short segments resemble a pencil in shape.

Step 8 To determine the final shape of the anchor claws, you need to use a wire.

Before installing the wire into the nut, you need to bend the claws using a pipe and a vice. Each section is placed in a vice and bent.

Next, the claws are installed and welded into the holes intended for them in the nut.

Weld seams are cleaned.

Step 9 The final step is to coat the grappling hook with powder paint, which is sprayed onto the hook. These manipulations are best done outdoors.

After the object is painted, the “cat” needs to be heated in the oven.

The magnet is glued to the bolt using superglue.

The rope is tied to the finished craft. The grappling hook is ready for use!

Popular articles

You can make a lightweight and durable grappling hook with your own hands.

The unique “cat” has a 15-meter paracord rope and can be disassembled, which is convenient for compact storage. There is also a magnet installed at the end of the hook, which can be used to magnetize keys and other metal objects.

Materials for production:

• Bolt and nut with a diameter of 1.9 cm; • Neodymium magnet; • Steel rod (diameter – 0.8 cm).

Adding the ability to swing

The slug hangs on the rope quite statically.
To fix this we can add a swinging ability. To do this, we need to get a position perpendicular to the forward (sideways) swing position, regardless of the angle at which he is looking.

Open PlayerMovement.cs and add the following two public variables to the top of the script:

public Vector2 ropeHook; public float swingForce = 4f; The variable ropeHook will be set to whatever position the rope hook is currently in, and swingForce is the value we use to add the swinging motion.

Replace the FixedUpdate() method with a new one:

void FixedUpdate() { if (horizontalInput < 0f || horizontalInput > 0f) { animator.SetFloat("Speed", Mathf.Abs(horizontalInput)); playerSprite.flipX = horizontalInput < 0f; if (isSwinging) { animator.SetBool("IsSwinging", true); // 1 - get the normalized direction vector from the player to the hook point var playerToHookDirection = (ropeHook - (Vector2)transform.position).normalized; // 2 - Invert the direction to get a perpendicular direction Vector2 perpendicularDirection; if (horizontalInput < 0) { perpendicularDirection = new Vector2(-playerToHookDirection.y, playerToHookDirection.x); var leftPerpPos = (Vector2)transform.position - perpendicularDirection * -2f; Debug.DrawLine(transform.position, leftPerpPos, Color.green, 0f); } else { perpendicularDirection = new Vector2(playerToHookDirection.y, -playerToHookDirection.x); var rightPerpPos = (Vector2)transform.position + perpendicularDirection * 2f; Debug.DrawLine(transform.position, rightPerpPos, Color.green, 0f); } var force = perpendicularDirection * swingForce; rBody.AddForce(force, ForceMode2D.Force); } else { animator.SetBool("IsSwinging", false); if (groundCheck) { var groundForce = speed * 2f; rBody.AddForce(new Vector2((horizontalInput * groundForce - rBody.velocity.x) * groundForce, 0)); rBody.velocity = new Vector2(rBody.velocity.x, rBody.velocity.y); } } } else { animator.SetBool("IsSwinging", false); animator.SetFloat("Speed", 0f); } if (!isSwinging) { if (!groundCheck) return; isJumping = jumpInput > 0f; if (isJumping) { rBody.velocity = new Vector2(rBody.velocity.x, jumpSpeed); } } } The main changes here are that we first check the isSwinging flag so that actions are only performed when the slug is hanging on the rope, and we also add a perpendicular to the slug's corner pointing to its current anchor point at the top of the rope, but perpendicular to the direction of its rocking.

  1. We get the normalized direction vector from the player to the point where the hook is attached.
  2. Depending on whether the slug is swinging left or right, the perpendicular direction is calculated using playerToHookDirection. A debug draw call has also been added so that you can see it in the editor if you wish.

Open RopeSystem.cs and at the top of the else block inside the if(!ropeAttached) Update() method add the following: playerMovement.isSwinging = true;
playerMovement.ropeHook = ropePositions.Last(); In the if block of the same if(!ropeAttached) construct, add the following: playerMovement.isSwinging = false; This tells the PlayerMovement script that the player is swinging, and also determines the last (excluding the player's position) position of the rope - in other words, the anchor point of the rope. This is necessary to calculate the perpendicular angle that we just added to the PlayerMovement script. This is what it looks like if you turn on gizmos while the game is running and press A or D to swing left/right:

Sewer pipe toy (Interactive)

Plastic pipes and their connections are an excellent material for creating toys for cats. Handy craftsmen create entire play complexes for their pets. But, even without special skills in the field of plumbing installation, you can please your pet with an educational toy you created with your own hands.

To make this toy we will need:

We wrap the smaller edge of the knee with electrical tape and carefully use a drill to make 2-3 round holes in each. Each drilled hole must be carefully processed so that the cat does not injure its paw, i.e. we need to carefully go over it with fine sandpaper or, by cutting the flexible wire, cover the holes with it. Now we put the ping-pong balls inside and assemble the sewer elbows into a ring. This toy will not let your cat get bored while you are visiting or at work. For clarity, watch this video of step-by-step production:

Source

Adding a rappel

We don't yet have the ability to move up and down the rope.
While in real life a slug wouldn't be able to climb up and down a rope with ease, it's a game where anything can happen, right? Let's add two new field variables to the top of the RopeSystem script:

public float climbSpeed ​​= 3f; private bool isColliding; climbSpeed ​​will set the speed at which the slug can move up and down the rope, and isColliding will be used as a flag to determine whether the distance joint property of the rope can be increased or decreased.

Let's add this new method:

private void HandleRopeLength() { // 1 if (Input.GetAxis("Vertical") >= 1f && ropeAttached && !isColliding) { ropeJoint.distance -= Time.deltaTime * climbSpeed; } else if (Input.GetAxis("Vertical") < 0f && ropeAttached) { ropeJoint.distance += Time.deltaTime * climbSpeed; } } This if..elseif block reads input along the vertical axis (up/down or W/S on the keyboard), and taking into account the flags ropeAttached iscColliding increases or decreases the ropeJoint distance, creating the effect of lengthening or shortening the rope.

Let's attach this method by adding its call to the end of Update():

HandleRopeLength(); We also need a way to set the isColliding flag.

At the bottom of the script, add the following two methods:

void OnTriggerStay2D(Collider2D colliderStay) { isColliding = true; } private void OnTriggerExit2D(Collider2D colliderOnExit) { isColliding = false; } These two methods are native methods of the base MonoBehaviour script class.

If Collider is currently touching another physical object in the game, the OnTriggerStay2D method will always fire, setting the isColliding flag to true. This means that when the slug touches the rock, the isColliding flag is set to true.

The OnTriggerExit2D method fires when one collider leaves the area of ​​another collider, setting the flag to false.

Be aware: the OnTriggerStay2D method can be very computationally expensive, so use it carefully.

Description

Large folding assault grappling hook "Cat" with four hooks.

Can be used as:

This is a universal tool, useful both on the farm and on the go.

Characteristics:

The design consists of 3 independent elements: Stainless steel plates that do not take up much space.

It assembles quickly, keep in mind that the hole for the rope should be secured as much as possible with a knot! Only by removing the knot can you disassemble the cat.

Dimensions: total width 23.5cm, height: 20cm, steel thickness: 0.3cm, weight: 615g.

CAT - A thing in itself...or 101 ways to use... / Survival equipment / Don't get lost

  • Author: onyxpol
  • Published: January 26, 2014, 10:27 pm
  • Good day, comrades!
    This is a small addition... more precisely, a branch from the article “Russian Frost - 3” test...

    Namely, we are talking about such a not-simple-simple object as a CAT... or KAGINAWA... Since time immemorial, it has been used by almost all nations for one purpose or another... but the main one is not close... Boarding, climbing to a height, removing tripwires or other dirty tricks , pulling the wounded out of the shelling zone, getting something, pulling it up... there are a lot of ways to use this mega-device...

    But today, I used it purely for peaceful but good intentions... to warm and feed...

    So:

    Method 100 - warm...

    With the help of a super-duper tool we extract... food for the fire... perhaps many people know in theory how to do this, and someone has done it this way... We take a typical representative of the family... and deftly throw it onto DRY spruce branches... because everyone knows, that the big spruce has dry branches high... sometimes very... AP and now... AP and already closer to the body... And the fire AM-AM...

    Not enough for him... but now he was full... he began to lick the dessert in the form of fir trunks fallen by the weather... and then method 101 was required...

    Feed...

    One suspension was traditionally made from a branch... but suddenly a second one was needed... wah-wah... what to do... but here it is... Mikhalych...

    This seems to be a simple, but at the same time useful thing... weight 345 g.

    PS She can also pull out nets, clean ponds and rivers...

    Don't disappear, comrades...

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Crochet technology

Scheme of knitting techniques according to the working drawing of a monolithic structure.
The technology for connecting foundation reinforcement rods is quite simple and is not determined by the type of hook: the knitting wire, one way or another, is tightened in a loop, thereby connecting the metal rods.

The reinforcement is knitted after the preparatory work has been completed and the vertical rods have been installed. To install the reinforcement, use a working drawing of a monolithic structure.

In practice, there are two main knitting technologies:

  1. One loop for overlapping connection.
  2. Two loops for butt connection.

Most often, they knit using the first method, since it is the simplest: you can learn it in a few minutes, and making a mistake while working is quite difficult. On the other hand, butt stitching is, in theory, good for corner pieces.

Important! In your work, you should use only burnt wire with a round profile and a diameter of 1 mm, as it is flexible and elastic: it fits well to the rods and does not break when knitting.

The principle of knitting reinforcement with one loop in the first stages does not depend on the type of hook. The only differences in how different tools work will be in the way the rod rotates: with a brush, by inertia or automatically.

To connect the frame rods you need:

  1. Cut the knitting wire into pieces of 20-40 cm (depending on the diameter of the rods).
  2. Fold the piece in half and wrap it around the joints where the rods intersect, slightly overlapping.
  3. Take the hook and pull it through the loop.
  4. Hook the two free ends of the wire with the tool.
  5. Twist the wire tightly, slightly lifting the tool up.
  6. Remove the tool from the loop and check the quality of the knot.


Diagram of types of wire knots for manual knitting.
The reliability of the bundle is checked not by the tension of the wire (if you tighten it, the wire can easily break), but by the mobility of the rods.

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